[Sonic Lost World] Several pack changes

- Optimize UW shaders
- Add missing tonemapping shader
- Patch No Music differently
- Add No Voices pack
This commit is contained in:
M&M 2021-02-01 16:50:15 -08:00
parent 5f1f8c5d4b
commit a92a76fdc4
11 changed files with 226 additions and 19 deletions

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[sonic2013] [sonic2013]
moduleMatches = 0xC5691A40 moduleMatches = 0xC5691A40
0x021B7FB8 = blr
0x021B82FC = nop

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titleIds = 0005000010135700,000500001012B100,0005000010128F00 titleIds = 0005000010135700,000500001012B100,0005000010128F00
name = No Music name = No Music
path = "Sonic Lost World/Mods/No Music" path = "Sonic Lost World/Mods/No Music"
description = Disables music playback. Made by M&&M. description = Disables the game's music playback.|Made by M&&M.
version = 4 version = 4

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[sonic2013]
moduleMatches = 0xC5691A40
0x021B8068 = blr

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[Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00
name = No Voices
path = "Sonic Lost World/Mods/No Voices"
description = Disables the game's voice playback, which are mainly used by the Deadly Six.|Made by M&&M.
version = 4

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#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader 2fc311c50a4dc0cc // shader 2fc311c50a4dc0cc
const float origRatio = float($gameWidth)/float($gameHeight); const float arScale = (((float($gameHeight)/float($height))*float($width))/float($gameWidth));
const float newRatio = float($width)/float($height);
const float arScale = origRatio/newRatio;
// start of shader inputs/outputs, predetermined by Cemu. Do not touch // start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)

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#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader 384f98693cb9e56d // shader 384f98693cb9e56d
const float origRatio = float($gameWidth)/float($gameHeight); const float arScale = (((float($gameHeight)/float($height))*float($width))/float($gameWidth));
const float newRatio = float($width)/float($height);
const float arScale = origRatio/newRatio;
// start of shader inputs/outputs, predetermined by Cemu. Do not touch // start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)

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#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader 384f98696d1a276d // shader 384f98696d1a276d
const float origRatio = float($gameWidth)/float($gameHeight); const float arScale = (((float($gameHeight)/float($height))*float($width))/float($gameWidth));
const float newRatio = float($width)/float($height);
const float arScale = origRatio/newRatio;
// start of shader inputs/outputs, predetermined by Cemu. Do not touch // start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)

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#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader 3952c3a52c87c267 // shader 3952c3a52c87c267
const float origRatio = float($gameWidth)/float($gameHeight); const float arScale = (((float($gameHeight)/float($height))*float($width))/float($gameWidth));
const float newRatio = float($width)/float($height);
const float arScale = origRatio/newRatio;
// start of shader inputs/outputs, predetermined by Cemu. Do not touch // start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)

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#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader 419dbf0ca38aa719 // shader 419dbf0ca38aa719
const float origRatio = float($gameWidth)/float($gameHeight); const float arScale = (((float($gameHeight)/float($height))*float($width))/float($gameWidth));
const float newRatio = float($width)/float($height);
const float arScale = origRatio/newRatio;
// start of shader inputs/outputs, predetermined by Cemu. Do not touch // start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)

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#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 91f43f263091c56d
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
#ifdef VULKAN
layout(set = 1, binding = 5) uniform ufBlock
{
uniform ivec4 uf_remappedPS[5];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[5];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;
TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3;
TEXTURE_LAYOUT(6, 1, 4) uniform sampler2D textureUnitPS6;
layout(location = 0) in vec4 passParameterSem136;
layout(location = 0) out vec4 passPixelColor0;
// end of shader inputs/outputs
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem136;
R6f.xyz = (texture(textureUnitPS3, R0f.xy).xyz);
R4f.xyzw = (texture(textureUnitPS2, R0f.xy).xyzw);
// 0
backupReg0f = R0f.y;
R125f.x = -(R0f.x) + intBitsToFloat(uf_remappedPS[0].x);
PV0f.y = -(backupReg0f) + intBitsToFloat(uf_remappedPS[0].y);
R127f.z = 0.0;
R7f.w = 1.0;
PS0f = 1.0 / intBitsToFloat(uf_remappedPS[1].z);
// 1
PV1f.x = mul_nonIEEE(R6f.z, R6f.z);
R127f.y = PV0f.y * PS0f;
PV1f.y = R127f.y;
R126f.x = 1.0 / intBitsToFloat(uf_remappedPS[2].x);
PS1f = R126f.x;
// 2
tempf.x = dot(vec4(R125f.x,PV1f.y,R127f.z,-0.0),vec4(R125f.x,PV1f.y,R127f.z,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.x = (mul_nonIEEE(R6f.y,R6f.y) + PV1f.x);
PS0f = R127f.x;
// 3
tempf.x = dot(vec4(R125f.x,R127f.y,R127f.z,-0.0),vec4(R125f.x,R127f.y,R127f.z,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
PS1f = sqrt(PV0f.x);
// 4
PV0f.y = PS1f + -(intBitsToFloat(uf_remappedPS[0].w));
R123f.w = (mul_nonIEEE(R6f.x,R6f.x) + R127f.x);
PV0f.w = R123f.w;
tempResultf = 1.0 / sqrt(PV1f.x);
PS0f = tempResultf;
// 5
backupReg0f = R126f.x;
R126f.x = mul_nonIEEE(R127f.y, PS0f);
R127f.y = mul_nonIEEE(R125f.x, PS0f);
PV1f.w = PV0f.y * backupReg0f;
PS1f = sqrt(PV0f.w);
// 6
PV0f.y = PS1f + -(1.0);
PV0f.z = max(PV1f.w, -(1.0));
// 7
R2f.x = (mul_nonIEEE(PV0f.y,intBitsToFloat(uf_remappedPS[3].y)) + 1.0);
PV1f.x = R2f.x;
PV1f.y = min(PV0f.z, 1.0);
PV1f.y /= 2.0;
// 8
PV0f.x = PV1f.y * intBitsToFloat(0x40490fdb);
R0f.z = mul_nonIEEE(PV1f.x, intBitsToFloat(uf_remappedPS[3].z));
// 9
R123f.w = (PV0f.x * intBitsToFloat(0x3e22f983) + 0.5);
PV1f.w = R123f.w;
// 10
PV0f.z = fract(PV1f.w);
// 11
R123f.y = (PV0f.z * intBitsToFloat(0x40c90fdb) + -(intBitsToFloat(0x40490fdb)));
PV1f.y = R123f.y;
// 12
PV0f.x = PV1f.y * intBitsToFloat(0x3e22f983);
// 13
PS1f = cos((PV0f.x)/0.1591549367);
// 14
R5f.x = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[2].w)) + 1.0);
PV0f.y = mul_nonIEEE(PS1f, R126f.x);
PV0f.z = mul_nonIEEE(PS1f, R127f.y);
// 15
R1f.x = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].y)) + R0f.x);
PV1f.x = R1f.x;
R1f.w = (mul_nonIEEE(PV0f.y,intBitsToFloat(uf_remappedPS[2].y)) + R0f.y);
PV1f.w = R1f.w;
// 16
R0f.x = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(uf_remappedPS[4].x));
R0f.y = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(uf_remappedPS[4].x));
R0f.yw = (texture(textureUnitPS6, R0f.xy).yw);
// 0
PV0f.z = R0f.w + -(0.5);
PV0f.w = R0f.y + -(0.5);
// 1
backupReg0f = R1f.x;
R1f.x = (mul_nonIEEE(R0f.z,PV0f.w) + backupReg0f);
R1f.y = (mul_nonIEEE(R0f.z,PV0f.z) + R1f.w);
R3f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
// 0
PV0f.x = R3f.w + -(1.0);
// 1
R123f.x = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[4].w)) + 1.0);
PV1f.x = R123f.x;
R123f.w = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[3].x)) + 1.0);
PV1f.w = R123f.w;
// 2
PV0f.y = mul_nonIEEE(R2f.x, PV1f.w);
PV0f.z = mul_nonIEEE(R1f.y, PV1f.x);
PV0f.w = mul_nonIEEE(R1f.x, PV1f.x);
// 3
R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[4].y)) + intBitsToFloat(uf_remappedPS[4].x));
R2f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[4].y)) + intBitsToFloat(uf_remappedPS[4].x));
R0f.z = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[4].z));
R2f.yw = (texture(textureUnitPS6, R2f.xy).yw);
// 0
PV0f.z = R2f.w + -(0.5);
PV0f.w = R2f.y + -(0.5);
// 1
backupReg0f = R1f.x;
backupReg1f = R1f.y;
R1f.x = (mul_nonIEEE(R0f.z,PV0f.w) + backupReg0f);
R1f.y = (mul_nonIEEE(R0f.z,PV0f.z) + backupReg1f);
R1f.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw);
// 0
PV0f.x = -(R3f.x) + R1f.x;
PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedPS[2].z));
PV0f.z = -(R3f.z) + R1f.z;
PV0f.w = -(R3f.y) + R1f.y;
// 1
R126f.x = (mul_nonIEEE(PV0f.w,PV0f.y) + R3f.y);
PV1f.x = R126f.x;
R127f.y = (mul_nonIEEE(PV0f.x,PV0f.y) + R3f.x);
PV1f.y = R127f.y;
R127f.w = (mul_nonIEEE(PV0f.z,PV0f.y) + R3f.z);
PV1f.w = R127f.w;
// 2
PV0f.x = -(PV1f.w) + R4f.z;
PV0f.y = -(PV1f.x) + R4f.y;
PV0f.z = -(PV1f.y) + R4f.x;
// 3
R123f.y = (mul_nonIEEE(PV0f.x,R4f.w) + R127f.w);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(PV0f.y,R4f.w) + R126f.x);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(PV0f.z,R4f.w) + R127f.y);
PV1f.w = R123f.w;
// 4
R7f.x = (mul_nonIEEE(PV1f.w,R5f.x) + R6f.x);
R7f.y = (mul_nonIEEE(PV1f.z,R5f.x) + R6f.y);
R7f.z = (mul_nonIEEE(PV1f.y,R5f.x) + R6f.z);
// export
//passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
}

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titleIds = 0005000010135700,000500001012B100,0005000010128F00 titleIds = 0005000010135700,000500001012B100,0005000010128F00
name = Disable Tonemapping name = Disable Tonemapping
path = "Sonic Lost World/Workarounds/Disable Tonemapping" path = "Sonic Lost World/Workarounds/Disable Tonemapping"
description = Disables the game's tonemapping, making it not appear so dark. Some stages will apppear too bright.|Made by M&&M. description = Disables the game's tonemapping, making it overall appear not so dark. Some stages will either appear either brighter or darker than they should.|Made by M&&M.
version = 4 version = 4